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Cover of DDAL04-06 The Ghost
DDAL04-06 The Ghost
5th Edition
Levels 1–4
20 pages
0

Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however; the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part Six of Misty Fortunes and Absent Hearts.

Cover of Fair Barovia
Fair Barovia
4th Edition
Levels 5–7
38 pages
0

Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.

Cover of CCC-BMG-17 ELM 1-2 The Lost Sanctum
CCC-BMG-17 ELM 1-2 The Lost Sanctum
5th Edition
Levels 5–10
19 pages
0

Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town. Four hour adventure. Also contains information about the town of Elmwood. Part of the Elmwood Trilogy.

Cover of Glitterdust
Glitterdust
4th Edition
Level 1
23 pages
0

A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.

Cover of Graveyard of Col Fen
Graveyard of Col Fen
4th Edition
Level 1
8 pages
0

The rough ground on the outskirts of the village of Col Fen once served as a graveyard for an evil temple destroyed long ago. A recent disturbance released some of the ancient evil buried here, and now the dead in this graveyard are beginning to walk. Several villagers have already vanished and more will die if the undead are not put to rest. Pgs. 56-63

Cover of WS1.6 Tomb at the Dragon's Spine
WS1.6 Tomb at the Dragon's Spine
AD&D
Levels 1–3
9 pages
0

Tomb at the Dragon's Spine is a companion adventure made to go along with the events unfolding during the middle sections of Folio #14 (WS1 Isle of Jade). It contains the information needed to run a side adventure during the Isle of Jade. Many centuries ago, in an age forgotten, the last of the great sea dwarf masons died on the Isle of Jade after helping construct some of the final Corsair structures the world will ever see. Now, his tomb rests on the heights of the Dragon's Back, and evil has crept into the tomb. Only the brave few might now pass the threshold for the treasures that certainly lay within. While crossing the deadly 'Dragon's Spine' of the island's interior, the party encounters a darkness at the heights. Within the ancient stones the tomb of one of the last sea dwarf master masons rests. Has the corruption of the island reached the tomb? Only exploration will reveal the truth, and the treasure. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Gauntlet of Flame
Gauntlet of Flame
5th Edition
Levels 5–10
27 pages
0

The Blistering Forge Situated atop Mount Marazbor, an active volcano, it the dwarven lava-forge once known as Citadel Grungharaz. Once, this great armoury produced hordes of weaponry for dwarven regiments in far off lands, but now it has been taken over by rampaging fire giants. Are you capable of infiltrating the Gauntlet of Flame?

Cover of The Palace of Pain's Pleasures
The Palace of Pain's Pleasures
5th Edition
Levels 2–3
21 pages
0

A galvanice weird has torn apart an Izzet laboratory in the Blistercoils. The weird’s path of destruction leads to Tin Street where the weird was spotted being subdued and taken aboard the notorious Palace of Pain’s Pleasures, a mobile Cult of Rakdos performance stage. To return the weird to its proper owner and discover the mystery behind its bizarre behavior the party must brave The Palace of Pain’s Pleasures! The Palace of Pain’s Pleasures is a 2-hour Guildmasters' Guide to Ravnica adventure for 2nd - 3rd level characters. Picking up where Off to a Weird Start left off, this adventure is designed to be part of an ongoing campaign. For Dungeon Masters who wish to incorporate The Palace of Pain’s Pleasures independently from the ongoing story, 20 Adventure Hooks (two for each guild) are included, giving The Palace of Pain’s Pleasures flexibility for one-shot play or for inclusion in your own campaign! The Palace of Pain’s Pleasures contains: A new location that is also a magical construct. New trinket tables for the Cult of Rakdos. A new NPC antagonist (or contact), Ophyira, the star performer of the Palace! Two new magic items. One new spell. Discover the secrets of The Palace of Pain’s Pleasures TODAY!

Cover of Waterdeep Alchemist
Waterdeep Alchemist
5th Edition
Tier 1 5E 1-4 Level
16 pages
0

A short plug in adventure that can be used as part of a larger campaign or run as a one shot for Tier I or II characters. A well known alchemist who is famous for being able to make what ever is needed. Whoever a small mystery begins when his shop is robbed and the proprietor now goes missing can they save him. This adventure is ideal for for tier I and II characters. Playable as a one shot or as part of a larger campaign. The adventure comes with maps, encounters and enemies. The adventure comes complete with the following: - Full 5 page PDF adventure file. - 2 Parchment style DM and Player maps ready for VTT use. - 2 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT - Comes with sample alchemy crafting rules

Cover of The Champion's Belt
The Champion's Belt
3.5 Edition
Level 9
33 pages
0

The hidden masters of the Ebon Triad have something special planned for the culmination of the Champion’s Games: a foul ritual designed to transform the arena into a stage of enormous carnage to honor their dark overgod. To stop them, the PCs must explore the dark complex of the arena’s master, and destroy his pet monster before it’s too late. An Age of Worms Adventure Path Adventure for 9th level characters. "The Champion's Belt" is the fifth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #337 of Dragon for guidelines on what they can purchase in the Free City. Pgs. 30-62

Cover of Factions of Sigil - Abbey of the Iron Star
Factions of Sigil - Abbey of the Iron Star
5th Edition
Level 10
8 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. This adventure sees the characters ally with the Athar of Sigil to raid the Abbey of the Iron Star and destroy the devils within who are attempting to bring Asmodeus to Sigil.

Cover of A Family Reunion
A Family Reunion
5th Edition
Level 7
7 pages
0

Monster hunting is a noble profession for only the bravest adventurers. But when a monster queen hires the party to reunite her family and restore her honor, the traditional methods of death and dismemberment are no longer on the table. Melusine is missing her children and the party must recover them all alive.

Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of Tiny Echoes
Tiny Echoes
5th Edition
Levels 1–4
12 pages
0

The goblin, King Tatter-roo, and his tribe are plagued by an unseen hunter. They have placed an unusual plea to anyone who will listen. The promises of goblin wealth and peace amongst the free people is attainable for a limited time only. All King Tatter-roo requires is an inquisitive mind and a sharpened blade.

Cover of D&D Encounters Season 1 - Undermountain: Halaster's Lost Apprentice
D&D Encounters Season 1 - Undermountain: Halaster's Lost Apprentice
4th Edition
Level 1
51 pages
0

Uncover a Hidden Legacy A lost passageway on the upper level of the most infamous dungeon in Faerûn has recently been uncovered. When a patron hires a band of adventurers to brave the dangers of Undermountain, a search is on to uncover secrets of an apprentice of the dungeon’s lost creator – Halaster.

Cover of The Crypts of Kelemvor
The Crypts of Kelemvor
5th Edition
Levels 3–5
15 pages
0

This scenario sees the adventuring party given an important quest to collect a number of broken magical seals and to light a number of magical braziers, all of which once protected the crypts of Kelemvor. In so doing, they can help to quell a devastating uprising of undead — organized by a powerful lich named Idris bent on destroying the city of Neverwinter. “The Crypts of Kelemvor” is a one-shot Dungeons & Dragons adventure for characters of levels 3 to 5, adapted from a quest in Neverwinter online.

Cover of The Aboleth's Grotto
The Aboleth's Grotto
5th Edition
Level 10
4 pages
0

"The Aboleth's Grotto" is a nihileth lair suitable for four 10th-level characters. The adventure can be completed in one session. The small town of Springwell harbors a secret that almost nobody knows about, and those who do conveniently ignore: it sights right over an unoccupied settlement of the deep caverns of the underworld.

Cover of Giantslayer
Giantslayer
5th Edition
Levels 1–2
14 pages
0

Yegor Bonecruncher is the most ferocious hill giant in the land. When he begins terrorising the small village of Frickley, the inhabitants have only one hope - the legendary warrior, Jahia Giantslayer. The PCs undertake a dangerous trek through the High Forest to find her, battling wild fey magic all the way. But can Jahia live up to her own legend?

Cover of Thay Land of the Red Wizards
Thay Land of the Red Wizards
5th Edition
108 pages
0

Known to the wider Forgotten Realms® as a sinister land of Red Wizards, slavers, and marching undead armies, Thay is the distant—or uncomfortably close—menace that “may become our doom if Szass Tam turns his attention in our direction.” And Thay is that, but it is also so much more. A truly magical land (thanks to a secret that even the goddess Mystra helps to keep) of rich culture, a rising middle class, ambitious nobles and Red Wizards who fear Szass Tam more than they hate him, but may soon be forced to defy him, and wealth beyond the imaginings of even wealthy and proud realms elsewhere. This tome is your guide to the Thay of right now, a valuable resource for Dungeon Masters and players alike. It sets forth the people and places of the Land of Red Wizards, what life is like, and seeds, hints, and secrets sufficient to spur adventures for years of enjoyment at your gaming tab.

Cover of Heroes of Green Hollow
Heroes of Green Hollow
5th Edition
Levels 3–5
203 pages
0

A 5E adventure, Heroes of Green Hollow centers on an idealistic figure named Ler Dolis, and the community that has come to treasure him in his twilight years. They seek the help of a band of adventurers to dissuade mysterious raiders scouting the village. However, everyone finds themselves in over their heads when these raiders turn out to be only a small part of an army of well-trained mercenaries. Players must recruit allies, heal local wounds, and confront the looming threat- all while they reckon with the brutality that lurks inside and out. Heroes of Green Hollow is a D&D adventure that asks what it costs to leave a lasting legacy of goodness, and challenges players to recognize the consequences of drawing their sword. ◆ Difficult choices lead to completely distinct events and outcomes ◆ Guidance for creating characters with deep ties to the story ◆ Powerful DM tools for customizing the adventure to player preferences ◆ Low on prep time, high on drama and big narrative moments 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰… • Is an all-new campaign book for the D&D 5E system. • Designed for parties levels 3-5 • 200 pages long. • Features over 17 original full-color painterly illustrations and 11 new custom full-color maps • Includes a range of specialized character backgrounds and story hooks to help DMs integrate their parties deeper into the story. • Tools and tips to support new DM's running their first full campaign. 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰 𝐢𝐬 𝐚𝐯𝐚𝐢𝐥𝐚𝐛𝐥𝐞 𝐨𝐧 𝐃𝐌𝐬𝐆𝐮𝐢𝐥𝐝.𝐜𝐨𝐦! 𝐖𝐚𝐧𝐭 𝐭𝐨 𝐭𝐫𝐲 𝐛𝐞𝐟𝐨𝐫𝐞 𝐲𝐨𝐮 𝐛𝐮𝐲? 𝐘𝐨𝐮 𝐜𝐚𝐧 𝐬𝐜𝐨𝐩𝐞 𝐨𝐮𝐭 𝐚 𝐟𝐫𝐞𝐞 𝐩𝐫𝐞𝐯𝐢𝐞𝐰 𝐡𝐞𝐫𝐞! https://green-hollow.com/preview/ 𝐏𝐫𝐚𝐢𝐬𝐞 𝐟𝐨𝐫 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰: “Green Hollow is an amazing adventure that hopefully paves the way for more of its kind. It seamlessly blends traditional adventure design with immersive story mechanics reminiscent of CRPGs such as Mass Effect. Each choice the players make has meaningful and mechanically explicit implications on what is yet to come. Because of this the adventure has a “next gen” feel to it, making the overall storytelling experience feel more collaborative than ever. I can’t wait to see its release!" Scott McClintock, (𝐃𝐨𝐨𝐦𝐞𝐝 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬: 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐆𝐚𝐳𝐞𝐭𝐭𝐞𝐞𝐫) “Green Hollow is so comprehensive and has so much to support DMs at the table. Some good examples include strong NPC dialogue, interior and exterior descriptions, DM Tips, and sidequests which make navigating the information easy but all give guidance in how to run this campaign. This also comes into play with the Combat tips. A powerful monster’s stat block can be quite daunting but the team have worked well to create easy to read guidance. This is definitely worth a look, I know I’ll be pinching a heap of this stuff for my games.” Stuart Watkinson, (𝐓𝐚𝐬𝐡𝐚’𝐬 𝐂𝐫𝐮𝐜𝐢𝐛𝐥𝐞 𝐨𝐟 𝐄𝐯𝐞𝐫𝐲𝐭𝐡𝐢𝐧𝐠, 𝐂𝐚𝐮𝐠𝐡𝐭 𝐚𝐭 𝐭𝐡𝐞 𝐂𝐫𝐨𝐬𝐬 𝐊𝐞𝐲𝐬) “We all know D&D is, at its core, a monster fighting game. Matthew and Ryan have taken a different approach with Green Hollow to encourage the characters to fight for peace. A well-developed set of NPCs frame the action, allowing for GMs to easily dive into roleplaying them. Guidelines within the adventures take into account numerous responses by the characters, giving Green Hollow the feel of a vibrant, living world.“ Alan Tucker, (𝐈𝐧𝐜𝐫𝐞𝐝𝐢𝐛𝐥𝐞 𝐈𝐭𝐞𝐦𝐬, 𝐀𝐩𝐨𝐜𝐚𝐥𝐲𝐩𝐬𝐞)